163{
165
167 {
170 m_Text = "#open";
171 }
172
174 {
175 m_ConditionItem =
new CCINone();
177 }
178
180 {
181 return true;
182 }
183
185 {
186 return true;
187 }
188
190 {
191 if (!target)
192 return false;
193
194 if (!IsBuilding(target))
195 return false;
196
197 Building building;
199 {
200 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
201 if (doorIndex != -1)
202 {
204 return false;
205
207
208 }
209 }
210
211 return false;
212 }
213
215 {
216 super.OnStartServer(action_data);
217
218 Building building;
219 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
220 {
221 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
222 if (doorIndex != -1)
223 {
225 {
226 building.OpenDoor(doorIndex);
227 }
228 }
229 }
230 }
231
233 {
234 super.OnEndServer(action_data);
235
237 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
240 {
241 if (action_data.m_Player)
243 }
244 }
245
247 {
248 return false;
249 }
250}
251
253{
255 {
256 return false;
257 }
258
260 {
261 return false;
262 }
263};
override bool IsLockTargetOnUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
class NoiseSystem NoiseParams()
bool CheckIfDoorIsLocked()
proto native NoiseSystem GetNoiseSystem()
Super root of all classes in Enforce script.
static float GetNoiseReduction(Weather weather)
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.